Charge. If the goat moves at least 30 feet straight toward a target and then hits it with its horns on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
Relentless (Recharges after a Short or Long Rest). If the creature takes damage that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Grappler. Instead of attacking or as a bonus action, for an action the goat can choose to grapple an enemy, it has advantage on the attack roll.
Unrelenting Grasp. If the Goat is grappling an opponent nothing can remove the goat from the grappled, not even death.
Magic Repeal. Whenever the Goat is targeted by a spell and that spells causes damage, roll a d4, if the outcome is odd the champion heals a quarter of the total possible damage of the spell, if the outcome is even the champion heals half of the total possible damage of the spell.
Multiattack. The creature makes three attacks, only one of which can be with its horns.
Maul fists. Melee Weapon Attack: +8 to hit, reach 5 ft., one target 15 bludgeoning damage.
Horns. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a humanoid, it must succeed on a DC 16 Constitution saving throw or be cursed with goat speak.
Goat speak, your character slowly looses the ability to speak their languages instead their words slowly become goat bleats. In ten minutes they can only bleat, physically and mentally, the curse will wear off in 24 hours. Can be removed with remove curse.
Everest German Suplex. You can use your action to try to Everest German suplex a grappled creature. To do so make another grapple check which in case of a success, the creature is brought up from the waist and slammed head first into the ground (10 bludgeoning damage). The creature is then knocked prone and stunned, for a turn. In a failure the creature remains grappled.
Grapple. +8 to attack roll
Bunny punch. If a creature targeting the goat misses on a melee attack the goat ducks under their blow and lands a punch on the back of the head attack 8 bludgeoning damage of the creature before returning to the front of the creature.
Taunt (recharge 2): Pointing out a creature that the champion can see and the creature can see the champion, the champion makes an overt gesture which induces blind rage in the creature giving them disadvantage on its next attack.
Bleat (recharge 2): Lowering on the ground the goat bleats, all creatures within 50ft of the goat makes an intelligence check dc15, on a fail all creatures near the goat question if the champion is nothing more than a normal goat and lose the desire to attack the goat for one turn. On a successful roll nothing happens.
Description
A large goat humanoid with goat head and furry body. It stands 7 feet tall weighing around 250 pounds. It is literally too stupid to understand or comprehend magic, somehow giving it resistance to magic.
Lair and Lair Actions
The lair is the colosseum or wherever the champion is cheered on by those around them.
Strengthen (once per encounter): The goat enlarges when cheered on becoming 9 feet tall and gaining 50 pounds. Increase damage from attack rolls by d6.
Unfair audience (3 recharge): The audience begins calling out to the opponent of the goat making them distracted if the audience can be heard by the opponent. The opponent becomes deafened and has disadvantage on ability rolls.
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